remove control_icon assets and input_controls, fix typos

- Drop assets/control_icons/* and src/input_controls/* — control
  prompt rendering is now handled by the gd-controls plugin via
  PromptFont, making these PNG sprite sheets redundant.
- Fix typos: _initilize -> _initialize in audio.gd, decebels ->
  decibels (8x in audio_settings.gd parameters and a comment).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Daniel Samson 2026-04-29 00:15:10 +01:00
parent f0f8bdfafb
commit 058bb91383
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GPG Key ID: A9EB2589C60F7268
44 changed files with 11 additions and 1014 deletions

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@ -1,6 +1,6 @@
extends Node
# CLAMP Settings in decebels
# CLAMP Settings in decibels
const MIN_DB = -80
const MAX_DB = 20
# file path
@ -31,8 +31,8 @@ func _ready():
func get_master_volume() -> float:
return _state[_KEY_MASTER_VOLUME]
func set_master_volume(decebels: float) -> void:
var volume = _clamp_volume(decebels)
func set_master_volume(decibels: float) -> void:
var volume = _clamp_volume(decibels)
_state[_KEY_MASTER_VOLUME] = volume
FileManager.save_file(_SETTINGS_PATH, _state)
_set_audio_server_volume(_MASTER_BUS, volume)
@ -41,8 +41,8 @@ func set_master_volume(decebels: float) -> void:
func get_music_volume() -> float:
return _state[_KEY_MUSIC_VOLUME]
func set_music_volume(decebels: float) -> void:
var volume = _clamp_volume(decebels)
func set_music_volume(decibels: float) -> void:
var volume = _clamp_volume(decibels)
_state[_KEY_MUSIC_VOLUME] = volume
FileManager.save_file(_SETTINGS_PATH, _state)
_set_audio_server_volume(_MUSIC_BUS, volume)
@ -50,14 +50,14 @@ func set_music_volume(decebels: float) -> void:
func get_fx_volume() -> float:
return _state[_KEY_FX_VOLUME]
func set_fx_volume(decebels: float) -> void:
var volume = _clamp_volume(decebels)
func set_fx_volume(decibels: float) -> void:
var volume = _clamp_volume(decibels)
_state[_KEY_FX_VOLUME] = volume
FileManager.save_file(_SETTINGS_PATH, _state)
_set_audio_server_volume(_FX_BUS, volume)
func from_db_to_percent(decebels: float) -> float:
return 100 - ((decebels / MIN_DB) * 100)
func from_db_to_percent(decibels: float) -> float:
return 100 - ((decibels / MIN_DB) * 100)
func from_percent_to_db(percentage: float) -> float:
return MIN_DB - ((percentage * .01) * MIN_DB)

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@ -1,202 +0,0 @@
extends Node
signal device_changed(device_category: DeviceCategory, device_type: DeviceType, device_id: int, device_name: String)
enum DeviceCategory {
UNKOWN,
KEYBOARD,
POINTER,
CONTROLLER,
TOUCH,
}
enum DeviceType {
UNKOWN,
KEYBOARD,
MOUSE,
PC_CONTROLLER,
XBOX_CONTROLLER,
SONY_CONTROLLER,
NINTENDO_CONTROLLER,
TOUCH,
}
var _state: InputState
func _init():
_state = InputState.new()
_state.load_state()
func _ready():
_notifify_device_change()
func _input(event: InputEvent):
# to help info, on we need to detect the input type
var last_device_category = _state.device_category
var device_category = _detect_input_category(event)
# let ignore the mouse
if device_category == DeviceCategory.POINTER:
return
# Controller is a special case
if device_category == DeviceCategory.CONTROLLER:
_on_controller_input(event)
return
if device_category == last_device_category:
return
if device_category == DeviceCategory.KEYBOARD:
_on_keyboard_input(event)
#elif device_category == DeviceCategory.POINTER:
#_on_pointer_input(event)
elif device_category == DeviceCategory.TOUCH:
_on_touch_input(event)
func _detect_input_category(event: InputEvent) -> DeviceCategory:
if event is InputEventKey:
return DeviceCategory.KEYBOARD
elif (event is InputEventMouse or event is InputEventMouseButton or event is InputEventMouseMotion):
return DeviceCategory.POINTER
elif (event is InputEventScreenTouch or event is InputEventScreenDrag):
return DeviceCategory.TOUCH
elif event is InputEventJoypadButton:
return DeviceCategory.CONTROLLER
else:
return DeviceCategory.UNKOWN
func _on_controller_input(event: InputEvent):
var last_device_id = _state.device_id
var device_id = event.get_device()
var type = _detect_controller(event)
var _last_type = _state.device_type
if (last_device_id == device_id and _last_type == type):
return
_state.device_category = DeviceCategory.CONTROLLER
var joy_name = Input.get_joy_name(device_id)
if type == DeviceType.XBOX_CONTROLLER:
_state.device_id = device_id
_state.device_type = DeviceType.XBOX_CONTROLLER
_state.device_name = joy_name
_state.save_state()
_notifify_device_change()
elif type == DeviceType.SONY_CONTROLLER:
_state.device_id = device_id
_state.device_type = DeviceType.SONY_CONTROLLER
_state.device_name = joy_name
_state.save_state()
_notifify_device_change()
elif type == DeviceType.NINTENDO_CONTROLLER:
_state.device_id = device_id
_state.device_type = DeviceType.NINTENDO_CONTROLLER
_state.device_name = joy_name
_state.save_state()
_notifify_device_change()
if type == DeviceType.PC_CONTROLLER:
_state.device_id = device_id
_state.device_type = DeviceType.PC_CONTROLLER
_state.device_name = "PC Controller"
_state.save_state()
_notifify_device_change()
func _detect_controller(event: InputEvent) -> DeviceType:
var device_id = event.get_device()
var joy_name = Input.get_joy_name(device_id)
if joy_name.to_lower().contains("xbox"):
return DeviceType.XBOX_CONTROLLER
elif joy_name.to_lower().contains("sony") or joy_name.to_lower().contains("ps"):
return DeviceType.SONY_CONTROLLER
elif joy_name.to_lower().contains("nintendo"):
return DeviceType.NINTENDO_CONTROLLER
else:
return DeviceType.PC_CONTROLLER
func _on_keyboard_input(event: InputEvent):
var device_id = event.get_device()
_state.device_category = DeviceCategory.KEYBOARD
_state.device_id = device_id
_state.device_type = DeviceType.KEYBOARD
_state.device_name = "Keyboard"
_state.save_state()
_notifify_device_change()
#func _on_pointer_input(event: InputEvent):
#var device_id = event.get_device()
#_state.device_category = DeviceCategory.POINTER
#_state.device_category = DeviceCategory.POINTER
#_state.device_id = device_id
#_state.device_type = DeviceType.MOUSE
#_state.device_name = "Mouse"
#_state.save_state()
#_notifify_device_change()
func _on_touch_input(event: InputEvent):
var device_id = event.get_device()
_state.device_category = DeviceCategory.TOUCH
_state.device_category = DeviceCategory.TOUCH
_state.device_id = device_id
_state.device_type = DeviceType.TOUCH
_state.device_name = "Touch"
_state.save_state()
_notifify_device_change()
func _notifify_device_change():
device_changed.emit(_state.device_category, _state.device_type, _state.device_id, _state.device_name)
func get_current_device_category() -> DeviceCategory:
return _state.device_category
func get_current_device_type() -> DeviceType:
return _state.device_type
func get_current_device_id() -> int:
return _state.device_id
class InputState:
var device_category: DeviceCategory = DeviceCategory.UNKOWN
var device_type: DeviceType = DeviceType.UNKOWN
var device_id: int = -2
var device_name: String = ""
func save_state():
var save = FileAccess.open("user://controls.save", FileAccess.WRITE)
var dict = {
device_category = device_category,
device_type = device_type,
device_id = device_id,
device_name = device_name,
}
var json_string = JSON.stringify(dict)
save.store_line(json_string)
save.close()
func load_state():
if not FileAccess.file_exists("user://controls.save"):
save_state()
var save = FileAccess.open("user://controls.save", FileAccess.READ)
var json_string = save.get_line()
var parse_result = JSON.parse_string(json_string)
if parse_result == null:
print("JSON Parse Error: savegame ")
var data = parse_result
device_category = data["device_category"]
device_type = data["device_type"]
device_id = data["device_id"]
device_name = data["device_name"]
save.close()

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@ -1 +0,0 @@
uid://p3hr7e8fi3py

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@ -3,9 +3,9 @@ extends TabBar
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
_initilize()
_initialize()
func _initilize() ->void:
func _initialize() ->void:
%MasterFader.set_value_no_signal(AudioSettings.from_db_to_percent(AudioSettings.get_master_volume()))
%MusicFader.set_value_no_signal(AudioSettings.from_db_to_percent(AudioSettings.get_music_volume()))
%FxFader.set_value_no_signal(AudioSettings.from_db_to_percent(AudioSettings.get_fx_volume()))